public DebugManager(Game game, Camera camera, ChunkCache chunkCache, SpriteFont debugFont) : base(game) { m_graphs = new GraphManager(game); m_debugger = new InGameDebugger(game, camera); var statistics = new Statistics(game, chunkCache); m_components = new GameComponentCollection { m_debugger, new DebugBar(game, statistics, chunkCache), statistics, m_graphs, new GameConsole(game, new SpriteBatch(game.GraphicsDevice), new GameConsoleOptions { Font = debugFont, FontColor = Color.LawnGreen, Prompt = ">", PromptColor = Color.Crimson, CursorColor = Color.OrangeRed, BackgroundColor = Color.Black*0.8f, PastCommandOutputColor = Color.Aqua, BufferColor = Color.Gold }, m_debugger.ToggleInGameDebugger) }; }
protected FusionGameState(FusionGame game) { Game = game; _spriteBatch = (SpriteBatch) game.Services.GetService(typeof (SpriteBatch)); Gui = new GuiManager(Game.Graphics, Game.Input) { Screen = new Screen(game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height) }; Gui.Screen.Desktop.Bounds = new UniRectangle( new UniScalar(0.0F, 25.0F), new UniScalar(0.0F, 25.0F), new UniScalar(1.0f, -50.0F), new UniScalar(1.0f, -50.0F) ); Gui.Initialize(); Gui.Visualizer = FlatGuiVisualizer.FromFile(game.Services, "Content/menu_gui.xml"); ((FlatGuiVisualizer)Gui.Visualizer).RendererRepository.AddAssembly(typeof(FlatImageButtonControlRenderer).Assembly); ((FlatGuiVisualizer)Gui.Visualizer).RendererRepository.AddAssembly(typeof(FlatTiledIconControlRenderer).Assembly); Gui.UpdateOrder = 1000; Components = new GameComponentCollection { Gui }; }
//public List<DrawableGameComponent> _solids { get; set; } public Room01(Game game, Point loc, int hack) { _hack = hack; _location = loc; _game = game; _spriteBatch = game.Services.GetService<SpriteBatch>(); _components = game.Services.GetService<GameComponentCollection>(); int m1; Int16 m2; if (hack == 3) { m1 = 2; m2 = 3; RoomType = "big"; } else { m1 = 1; m2 = 1; RoomType = "small"; } _solids = new List<Rectangle>(); _position = new Vector2(0 + _location.X*Settings.Screensize.X, 0 + _location.Y*Settings.Screensize.Y); Bounds = new Rectangle((int) _position.X, (int) _position.Y, 800*m1, 600*m2); drawwalls(); }
public Screen(Game game, SpriteBatch spriteBatch, Action<ScreenManager.GameScreen> navigateToScreen) : base(game) { this.game = game; this.spriteBatch = spriteBatch; this.navigateToScreen = navigateToScreen; ScreenGameComponents = new GameComponentCollection(); }
public Scene6(Game game, ContentManager content, GameComponentCollection components) : base(game, content, components) { Components = components; Content = content; colorList = GameTools.elementColors(colorList); gameStorage = new GameData("lobby"); }
protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose loaded game components for (int i = 0; i < _components.Count; i++) { var disposable = _components[i] as IDisposable; if (disposable != null) { disposable.Dispose(); } } _components = null; if (Content != null) { Content.Dispose(); Content = null; } if (_graphicsDeviceManager != null) { (_graphicsDeviceManager as GraphicsDeviceManager).Dispose(); _graphicsDeviceManager = null; } if (Platform != null) { Platform.Activated -= OnActivated; Platform.Deactivated -= OnDeactivated; _services.RemoveService(typeof(GamePlatform)); #if WINDOWS_STOREAPP Platform.ViewStateChanged -= Platform_ApplicationViewChanged; #endif Platform.Dispose(); Platform = null; } Effect.FlushCache(); ContentTypeReaderManager.ClearTypeCreators(); SoundEffect.PlatformShutdown(); BlendState.ResetStates(); DepthStencilState.ResetStates(); RasterizerState.ResetStates(); SamplerState.ResetStates(); } #if ANDROID Activity = null; #endif _isDisposed = true; _instance = null; } }
public GameScreen() { components = new GameComponentCollection(); components.ComponentAdded += new EventHandler<GameComponentCollectionEventArgs>(ComponentAdded); components.ComponentRemoved += new EventHandler<GameComponentCollectionEventArgs>(ComponentRemoved); updateOrdered = new List<GameComponent>(); drawOrdered = new List<DrawableGameComponent>(); }
public Scene5(Game game, ContentManager content, GameComponentCollection components) : base(game, content, components) { Components = components; Content = content; colorList = GameTools.elementColors(colorList); gameStorage = new GameData("lobby"); // TODO: Construct any child components here }
public MasterScene(Game game, ContentManager content, GameComponentCollection components) : base(game) { Components = components; Content = content; vibration = VibrateController.Default; gameMS = game; // TODO: Construct any child components here }
private int wichLevel = 0, sceneProgression=0, timer = 0; //lobby = 0 #endregion Fields #region Constructors public Lobby(Game game, ContentManager content, GameComponentCollection components) : base(game) { Components = components; Content = content; sceneProgression = gameData.getProgression("lobby"); vibration = VibrateController.Default; }
public Scene1(Game game, ContentManager content, GameComponentCollection components) : base(game, content, components) { Components = components; Content = content; colorList = GameTools.elementColors(colorList); gameStorage = new GameData("lobby"); if (gameStorage.fileExists(gameStorage.FileName) == false) gameStorage.saveProgression(0); }
public MasterScene(Game game, ContentManager content, GameComponentCollection components) : base(game) { Components = components; Content = content; textures = new Texture2D[toyCount]; rectangles = new Rectangle[toyCount]; vibration = VibrateController.Default; gameMS = game; }
public diagnostics_manager(Game g) : base(g) { components = new GameComponentCollection(); position = Vector2.Zero; foreground_color = Color.White; background_color = new Color(0f, 0f, 0f, 0.65f); UpdateOrder = DrawOrder = int.MaxValue; }
public Screen(Game1 game) : base(game, Shape.None, new Vector2(), new Vector2()) { this.Components = new GameComponentCollection(); HuDComponents = new GameComponentCollection(); Translucent = false; Content = new ContentManager(game.Services); Content.RootDirectory = "Content"; Batch = new SpriteBatch(game.GraphicsDevice); }
protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose loaded game components for (int i = 0; i < _components.Count; i++) { var disposable = _components[i] as IDisposable; if (disposable != null) { disposable.Dispose(); } } _components = null; if (_content != null) { _content.Dispose(); _content = null; } if (_graphicsDeviceManager != null) { (_graphicsDeviceManager as GraphicsDeviceManager).Dispose(); _graphicsDeviceManager = null; } if (Platform != null) { Platform.Activated -= OnActivated; Platform.Deactivated -= OnDeactivated; _services.RemoveService(typeof(GamePlatform)); Platform.Dispose(); Platform = null; } ContentTypeReaderManager.ClearTypeCreators(); if (SoundEffect._systemState == SoundEffect.SoundSystemState.Initialized) { SoundEffect.PlatformShutdown(); } } #if ANDROID Activity = null; #endif _isDisposed = true; _instance = null; } }
public static bool ContainsAll(this XNAFramework.GameComponentCollection collection, XNAFramework.GameComponentCollection other) { foreach (XNAFramework.GameComponent component in other) { if (!collection.Contains(component)) { return(false); } } return(true); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _view = new WindowsGameWindow(); _view.Game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public DrawableGameComponentAsSpriteModel(Game game) : base(game) { this.Position = Vector2.Zero; this.Origin = Vector2.Zero; this.Scale = 1f; this.Rotation = 0f; this.Effect = SpriteEffects.None; this.Color = Color.White; this.Depth = 1f; GameComponentCollection c = new GameComponentCollection(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += Platform_Activated; Platform.Deactivated += Platform_Deactivated; _services.AddService(typeof(GamePlatform), Platform); }
public Game() { IsTabStop = true; Services = new GameServiceContainer(); Components = new GameComponentCollection(); Content = new ContentManager(Services); base.Content = (Surface = new DrawingSurface()); Window = new GameWindow(this); Loaded += new RoutedEventHandler(Game_Loaded); Surface.Draw += new EventHandler <DrawEventArgs>(Surface_Draw); }
/// <summary> /// Constructor /// </summary> public Screen(Game game, string name) : base(game) { components = new GameComponentCollection(); components.ComponentAdded += new EventHandler<GameComponentCollectionEventArgs>(ComponentAdded); components.ComponentRemoved += new EventHandler<GameComponentCollectionEventArgs>(ComponentRemoved); isInitialized = false; this.name = name; updatingComponents = new List<IUpdateable>(); drawingComponents = new List<IDrawable>(); }
protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose loaded game components. for (int i = 0; i < _components.Count; i += 1) { IDisposable disposable = _components[i] as IDisposable; if (disposable != null) { disposable.Dispose(); } } _components = null; if (_content != null) { _content.Dispose(); _content = null; } if (_graphicsDeviceService != null) { // FIXME: Does XNA4 require the GDM to be disposable? -flibit (_graphicsDeviceService as IDisposable).Dispose(); _graphicsDeviceService = null; } AudioDevice.Dispose(); if (Platform != null) { Platform.Activated -= OnActivated; Platform.Deactivated -= OnDeactivated; _services.RemoveService(typeof(GamePlatform)); Platform.Dispose(); Platform = null; } ContentTypeReaderManager.ClearTypeCreators(); } AppDomain.CurrentDomain.UnhandledException -= OnUnhandledException; _isDisposed = true; Instance = null; } }
public SpawnManager(Game1 game) : base(game) { Components = new GameComponentCollection(); //for (int i = 0; i <= 30000; i += 1000) //{ // Console.WriteLine(i + ": " + CalcSpawnDelay(i)); //} _lastSpawnTime = TimeSpan.FromSeconds(0); LevelNumber = 1; }
public Game(Activity context) { contextInstance = context; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); view = new AndroidGameWindow(context); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _view = new WindowsGameWindow(); _view.Game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { this.EnsureHost(); this.gameComponents = new GameComponentCollection(); this.gameComponents.ComponentAdded += new EventHandler <GameComponentCollectionEventArgs>(this.GameComponentAdded); this.gameComponents.ComponentRemoved += new EventHandler <GameComponentCollectionEventArgs>(this.GameComponentRemoved); this.host.Window.Paint += new EventHandler(this.Paint); this.clock = new GameClock(); this.totalGameTime = TimeSpan.Zero; this.accumulatedElapsedGameTime = TimeSpan.Zero; this.lastFrameElapsedGameTime = TimeSpan.Zero; this.targetElapsedTime = TimeSpan.FromTicks(0x28b0bL); this.inactiveSleepTime = TimeSpan.FromMilliseconds(20.0); }
protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose loaded game components. for (int i = 0; i < _components.Count; i += 1) { IDisposable disposable = _components[i] as IDisposable; if (disposable != null) { disposable.Dispose(); } } _components = null; if (_content != null) { _content.Dispose(); _content = null; } if (_graphicsDeviceManager != null) { Effect.FlushCache(); // FIXME: Does XNA4 require the GDM to be disposable? -flibit (_graphicsDeviceManager as IDisposable).Dispose(); _graphicsDeviceManager = null; } if (Platform != null) { Platform.Activated -= OnActivated; Platform.Deactivated -= OnDeactivated; _services.RemoveService(typeof(GamePlatform)); Platform.Dispose(); Platform = null; } ContentTypeReaderManager.ClearTypeCreators(); } _isDisposed = true; _instance = null; } }
public Physics(Game game, Player player, ContentManager Content, TanksOnAHeightmap.GameBase.Shapes.Terrain terrain, Space space) { Cannon = new Cannon(game, player.tank); CannonBallManager = new CannonBallManager(game); EnemyCannon.playerTank = player.tank; healthManager = new HealthManager(game, space); this.Content = Content; this.Components = game.Components; this.game = game; this.player = player; this.tank = player.tank; this.terrain = terrain; this.space = space; }
protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose loaded game components. for (int i = 0; i < _components.Count; i += 1) { IDisposable disposable = _components[i] as IDisposable; if (disposable != null) { disposable.Dispose(); } } _components = null; if (_content != null) { _content.Dispose(); _content = null; } if (_graphicsDeviceService != null) { // FIXME: Does XNA4 require the GDM to be disposable? -flibit (_graphicsDeviceService as IDisposable).Dispose(); _graphicsDeviceService = null; } AudioDevice.Dispose(); if (Window != null) { FNAPlatform.DisposeWindow(Window); Window = null; } Mouse.WindowHandle = IntPtr.Zero; ContentTypeReaderManager.ClearTypeCreators(); } AppDomain.CurrentDomain.UnhandledException -= OnUnhandledException; _isDisposed = true; } }
public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Window = FNAPlatform.CreateWindow(); AudioDevice.Initialize(); // Ready to run the loop! RunApplication = true; }
public GameUpdateClassComponents(MouseState curMouseState, ContentManager Content, Model.StaticTextureImages staticTextureImages, Model.StaticFonts staticFonts, Game1 _This, GameComponentCollection Components, GraphicsDevice graphicsDevice, int screenWidth, int screenHeight) { _curMouseState = curMouseState; _Content = Content; _staticTextureImages = staticTextureImages; _staticFonts = staticFonts; _this = _This; _Components = Components; _graphicsDevice = graphicsDevice; _screenWidth = screenWidth; _screenHeight = screenHeight; _isNull = false; }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window // TODO _mainWindow = new NSWindow(NSScreen.MainScreen.Frame, NSWindowStyle.Titled, NSBackingStore.Buffered, false); _view = new GameWindow(); _view.game = this; // TODO _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window _mainWindow = new UIWindow(UIScreen.MainScreen.Bounds); _view = new GameWindow(); _view.game = this; _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { _instance = this; TitleContainer.Initialize(); LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); /* Set the window title * TODO: Get the title from the WindowsPhoneManifest.xml for WP7 projects */ string windowTitle = string.Empty; // When running unit tests this can return null Assembly assembly = Assembly.GetEntryAssembly(); if (assembly != null) { // Use the Title attribute of the Assembly if possible AssemblyTitleAttribute assemblyTitleAtt = (AssemblyTitleAttribute) AssemblyTitleAttribute.GetCustomAttribute( assembly, typeof(AssemblyTitleAttribute) ); if (assemblyTitleAtt != null) { windowTitle = assemblyTitleAtt.Title; } // Otherwise, fallback to the Name of the assembly if (string.IsNullOrEmpty(windowTitle)) { windowTitle = assembly.GetName().Name; } } Window.Title = windowTitle; }
public Game() { System.Diagnostics.Debug.Assert(contextInstance != null, "Must set Game.Activity before creating the Game instance"); contextInstance.Game = this; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _content = new ContentManager(_services); view = new AndroidGameWindow(contextInstance); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public void GameOver() { GameComponentCollection bricks = new GameComponentCollection(); foreach (GameComponent component in Components) { if (component is EnemyComponent) bricks.Add(component); } foreach (GameComponent brick in bricks) { Components.Remove(brick); Game.Components.Remove(brick); } (this.Game as Game1).ScreenMgr.ActivateScreen(2); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; _view = new GameWindow(); _view.Game = this; // default update rate _targetElapsedTime = TimeSpan.FromSeconds(1.0D / FramesPerSecond); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { Instance = this; AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); AudioDevice.Initialize(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); #if WINDOWS_STOREAPP && !WINDOWS_PHONE81 Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); #if WINDOWS_STOREAPP Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif #if MONOMAC || WINDOWS || LINUX // Set the window title. // TODO: Get the title from the WindowsPhoneManifest.xml for WP7 projects. string windowTitle = string.Empty; // When running unit tests this can return null. var assembly = Assembly.GetEntryAssembly(); if (assembly != null) { //Use the Title attribute of the Assembly if possible. var assemblyTitleAtt = ((AssemblyTitleAttribute)AssemblyTitleAttribute.GetCustomAttribute(assembly, typeof(AssemblyTitleAttribute))); if (assemblyTitleAtt != null) { windowTitle = assemblyTitleAtt.Title; } // Otherwise, fallback to the Name of the assembly. if (string.IsNullOrEmpty(windowTitle)) { windowTitle = assembly.GetName().Name; } } Window.Title = windowTitle; #endif }
protected virtual void Update(GameTime gameTime) { // GG EDITED -- removed background thread stuff _initializing = false; _initialized = true; // super crappy copy GameComponentCollection gcc = new GameComponentCollection(); foreach (GameComponent gc in _gameComponentCollection) { gcc.Add(gc); } foreach (GameComponent gc in gcc) { if (gc.Enabled) { gc.Update(gameTime); } } }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.PlatformCreate(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); // Calling Update() for first time initializes some systems FrameworkDispatcher.Update(); // Allow some optional per-platform construction to occur too. PlatformConstruct(); }
public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); Components = new GameComponentCollection(); Services = new GameServiceContainer(); Content = new ContentManager(Services); updateableComponents = new List <IUpdateable>(); currentlyUpdatingComponents = new List <IUpdateable>(); drawableComponents = new List <IDrawable>(); currentlyDrawingComponents = new List <IDrawable>(); IsMouseVisible = false; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromTicks(166667); // 60fps InactiveSleepTime = TimeSpan.FromSeconds(0.02); for (int i = 0; i < previousSleepTimes.Length; i += 1) { previousSleepTimes[i] = TimeSpan.FromMilliseconds(1); } textInputControlDown = new bool[FNAPlatform.TextInputCharacters.Length]; textInputControlRepeat = new int[FNAPlatform.TextInputCharacters.Length]; hasInitialized = false; suppressDraw = false; isDisposed = false; gameTime = new GameTime(); Window = FNAPlatform.CreateWindow(); Mouse.WindowHandle = Window.Handle; TouchPanel.WindowHandle = Window.Handle; FrameworkDispatcher.Update(); // Ready to run the loop! RunApplication = true; }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.PlatformCreate(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); // Calling Update() for first time initializes some systems FrameworkDispatcher.Update(); #if WINDOWS_STOREAPP && !WINDOWS_PHONE81 Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif }
public GameWorld(Game game, ContentManager cm, Camera cam) : base(game) { content = cm; camera = cam; components = game.Components; physworld = new PhysicsWorld(game); modelmgr = new ModelManager(game, cam); level = new Level(); components.Add(physworld); components.Add(modelmgr); sfx = game.Content.Load<SoundEffect>(@"Audio/punch"); punch = sfx.CreateInstance(); punch.IsLooped = false; sfx = game.Content.Load<SoundEffect>(@"Audio/bgm"); bgm = sfx.CreateInstance(); bgm.IsLooped = true; bgm.Play(); }
public void DumpDebugInfo(GameComponentCollection collection) { if (m_streamWriter != null) { StringBuilder stringBuilder = new StringBuilder(); // timestamp stringBuilder.AppendLine("Timestamp : "+DateTime.Now.ToString()); foreach (GameComponent gc in collection) { IDebuggable i = gc as IDebuggable; if (i != null) { i.DumpDebugInfo(stringBuilder); stringBuilder.AppendLine(); stringBuilder.AppendLine("--------------------------------------------------------------------------"); stringBuilder.AppendLine(); } } m_streamWriter.Write(stringBuilder.ToString()); m_streamWriter.Flush(); } }
public Game(string rootDir) { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; RootDirectory = rootDir; LaunchParameters = new LaunchParameters(); Components = new GameComponentCollection(); Services = new GameServiceContainer(); Content = new ContentManager(Services); updateableComponents = new List <IUpdateable>(); currentlyUpdatingComponents = new List <IUpdateable>(); drawableComponents = new List <IDrawable>(); currentlyDrawingComponents = new List <IDrawable>(); IsMouseVisible = false; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromTicks(166667); // 60fps InactiveSleepTime = TimeSpan.FromSeconds(0.02); hasInitialized = false; suppressDraw = false; isDisposed = false; gameTime = new GameTime(); Window = FNAPlatform.CreateWindow(); Mouse.WindowHandle = Window.Handle; TouchPanel.WindowHandle = Window.Handle; FrameworkDispatcher.Update(); Renderer = new Renderer(this); // Ready to run the loop! RunApplication = true; }
public static void SaveAll(GameComponentCollection gameComponentCollection) { var savingObjects = new List<SavingObject>(); foreach (var component in gameComponentCollection) { if (component.GetType() == typeof(Django)) { savingObjects.Add(ConvertTo.SavingObject((Django)component)); } else if (component.GetType() == typeof(Enemy)) { savingObjects.Add(ConvertTo.SavingObject((Enemy)component)); } else if (component.GetType() == typeof(HealthBonus)) { savingObjects.Add(ConvertTo.SavingObject((HealthBonus)component)); } else if (component.GetType() == typeof(Platform)) { savingObjects.Add(ConvertTo.SavingObject((Platform)component)); } else if (component.GetType() == typeof(Level)) { savingObjects.Add(ConvertTo.SavingObject((Level)component)); } else if (component.GetType() == typeof(HealthBar)) { savingObjects.Add(ConvertTo.SavingObject((HealthBar)component)); } else if (component.GetType() == typeof(BulletsBar)) { savingObjects.Add(ConvertTo.SavingObject((BulletsBar)component)); } } Save(savingObjects); }
public Game() { content = new ContentManager(null, ""); _components = new GameComponentCollection(); }
public Game() { _instance = this; System.Diagnostics.Debug.Assert(contextInstance != null, "Must set Game.Activity before creating the Game instance"); contextInstance.Game = this; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _content = new ContentManager(_services); view = new AndroidGameWindow(contextInstance); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { content = new ContentManager(null, ""); _components = new GameComponentCollection(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window // TODO _mainWindow = new NSWindow(NSScreen.MainScreen.Frame, NSWindowStyle.Titled, NSBackingStore.Buffered, false); _view = new GameWindow(); _view.game = this; // TODO _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window _mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); _view = new GameWindow(); _view.game = this; _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game(Activity context) { contextInstance = context; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); view = new AndroidGameWindow(context); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { // Initialize collections _services = new GameServiceContainer (); _gameComponentCollection = new GameComponentCollection (); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0,0,Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new NSWindow (frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _view = new GameWindow (frame); _view.game = this; _mainWindow.ContentView.AddSubview (_view); _mainWindow.AcceptsMouseMovedEvents = false; // Initialize GameTime _updateGameTime = new GameTime (); _drawGameTime = new GameTime (); }
public Game() { // Initialize collections _services = new GameServiceContainer (); _gameComponentCollection = new GameComponentCollection (); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0,0,Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new MacGameNSWindow (frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _mainWindow.EnableCursorRects(); _gameWindow = new GameWindow (frame); _gameWindow.game = this; _mainWindow.ContentView.AddSubview (_gameWindow); _mainWindow.AcceptsMouseMovedEvents = false; _mainWindow.Center(); // Initialize GameTime _updateGameTime = new GameTime (); _drawGameTime = new GameTime (); //Set the current directory. // We set the current directory to the ResourcePath on Mac Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); //Tao.Sdl.Sdl.SDL_Init(Tao.Sdl.Sdl.SDL_INIT_JOYSTICK); // Leave these here for when we implement the Activate and Deactivated _mainWindow.DidBecomeKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.HideCursor(); //Console.WriteLine("BecomeKey"); }; _mainWindow.DidResignKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignKey"); }; _mainWindow.DidBecomeMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) //_gameWindow.HideCursor(); ////Console.WriteLine("BecomeMain"); }; _mainWindow.DidResignMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignMain"); }; }
public Game() { _targetElapsedTime = TimeSpan.FromMilliseconds(1000f / 60f); Content = new ContentManager(); _components = new GameComponentCollection(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0, 0, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new MacGameNSWindow(frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _mainWindow.EnableCursorRects(); _gameWindow = new GameWindow(frame); _gameWindow.game = this; _mainWindow.ContentView.AddSubview(_gameWindow); _mainWindow.AcceptsMouseMovedEvents = false; _mainWindow.Center(); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); //Set the current directory. // We set the current directory to the ResourcePath on Mac Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); //Tao.Sdl.Sdl.SDL_Init(Tao.Sdl.Sdl.SDL_INIT_JOYSTICK); // Leave these here for when we implement the Activate and Deactivated _mainWindow.DidBecomeKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.HideCursor(); //Console.WriteLine("BecomeKey"); IsActive = true; }; _mainWindow.DidResignKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignKey"); IsActive = false; }; _mainWindow.DidBecomeMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) //_gameWindow.HideCursor(); ////Console.WriteLine("BecomeMain"); }; _mainWindow.DidResignMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignMain"); }; }